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by
Rob Kuntz
Cover Art by Peter 20 Dollar Bradley
Edited by Matthew Cutter, Tami Key & Blain Neufield
Cover Design & Layout, Interior Art, Logos and Logo Designs by
Peter 20 Dollar Bradley and Davis Chenault
Production Managed by Team Troll
Davis Chenault & Stephen Chenault
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to Join the Castles & Crusades Society, please contact us at,
Troll Lord Games PO Box 251171, Little Rock, AR 72225
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2005 Troll Lord Games. All Rights Reserved. Castles & Crusades is a Registered Trademark (pending) of Troll Lord Games. All Rights Reserved.
C&C, Castle Keeper, SIEGE engine,Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of
Troll Lord Games. All Rights Reserved. Text is copyright Trigee Enterprises Company 2005. All Rights Reserved. Castle Zagyg, the Castle Zagyg logo and
Yggsburgh are Trademarks of Trigee Enterprises Company. All Rights Reserved.
Introduction
The manse that the players are about to investigate was at one
time the residence of Zagyg the Wizard. As that implies, it was
before he became an Archmage. Many years ago he gathered his
main possessions, closed its doors and removed himself to the
nearby castle, where at he continues his many and varied magical
studies. His long and colorful history and current activities will
be detailed in the forthcoming product, Zagygs Castle. However,
do note that hints and clues about him and his work exist
within the manse. Some of this information could also effect
the adventurers future dealings with him, or otherwise provide
insight into this person, which is a rare treasure indeed, as Zagyg
is a very private, most zany, individual.
Goblin Infestations
The two nearby goblin tribes have always been a curious lot. In
the past they have raided the manse and its immediate adjunct
parts, such as the horse stable, the hawk pen, and the garden.
Zagyg ended most of these depredations by placing a goblin
scarecrow near the point where they entered his property from
the northern hills. With his departure and the scarecrows
removal, the goblins returned to continue their raids.
They have infiltrated the mansion and investigated the area
outside the manse, the main floor and the basement. As well,
they have made a small camp in the Watery Caverns (see
Appendix B) and one of their kind has taken over the limestone
caverns beneath the well (M10). They have not dared the
darkness of the 2nd floor and thus cannot easily access the attic.
Many daring goblins have considered climbing the manse to the
outside doors which lead into the attic, but have remained busy
instead looting trophies and treasures less difficult to acquire
on the ground level.
For the most part, their fear is gone regarding the place, so their
kind investigates it like a ruin, looting and cavorting, laying
claim to its areas and items and generally causing mayhem as
only goblins can do. Though their presence will almost always be
felt here, they have also done a service for future adventurers, as
they have set off traps and overcome obstacles which might have
otherwise impeded a group of stalwarts such as the characters.
Many of their kind have died investigating this place, and it
is now a challenge to tougher goblins, a test to overcome its
obstacles.
Because it is assumed that the Big Hut has much treasure
within it, the local goblin tribes have been swelled in their
numbers by many newcomers and stragglers who have journeyed
to them to witness first hand what treasures and artifacts have
been brought forth from it, to hear the tales of heroes who dared
the lair of the Demon-Summoning Wizard and to seek their
own fortune. In all, it is a great series of events which has the
goblin community for miles around active and excited. But the
two original tribes will defend their claim from outsiders and,
eventually, they too will fight between themselves for the manses
remains. But that story is meant for a future written work on the
subject. Still, much within the goblin community has changed;
and many folk, near and far, are now paying close attention to
those insignificant goblins for a change.
Robert J Kuntz
Wandering Encounters
The Castle Keeper may choose to place his or her own random
encounters in the manse. There are no random encounters on
the 2nd Floor or in the Attic. Most encounters will be outside,
on the main-floor and in basement. The Well Caverns level has
specific notes regarding wandering snakes there, but otherwise no
wandering monsters should occur on that level.
The immediate area about the mansion is wooded and hilly. The
manse is sequestered therein, in a grassy vale just before a ridge
line of hills to the north. The site was chosen for its seclusion and
it is not possible to see the chateau itself at ground-level until an
observer is within at least one hundred yards of it. If the characters
opt to observe it from a greater height, they will see it sooner,
but even then the hills nearest to the mansion, which have the
highest summits, allow for spotting to be done no closer than
300 yards away under the best of circumstances (unless magic is
employed, of course).
Dark Chateau
The Chateau
Location
2-3
4-5
Encounter Type
d10
Encounter Type
4-7
8-9
10
Upon closer inspection the outside of the mansion appears well made
though weather-beaten, with a stone foundation and a rustic, timber
superstructure. The windows are both shuttered and boarded shut
and in some cases on the lower levels have had their boards pried
away so as to be easily opened. This could be the work of looters.
Encounter Activity
d6
Activity
2-4
5-6
Robert J Kuntz
discharge missiles through the slits and send the goblins to melee.
The orcs then either (75%) shoot at those hanging back from the
general melee (such as spell-casters), or enter the fray themselves
with short swords (25%). If the latter, they attempt to flank the
party to gain attacks from that quarter or from the rear, and melee
all spell-casters first. There is a 75% chance an archer will elect to
use their six slightly poisoned arrows. See poisonous arrows below
for more information.
Also, as noted above, if there are those in the party who can
climb or use spells to levitate, the attic could be accessed from
the outside. Fifty feet above M2 is a wooden landing/platform
discernible from the outside. Behind it are two access doors. This
platform/door arrangement is undoubtedly part of a setup allowing
easy handling of material destined for storage. Read A8 for more
information on this approach.
Additionally, the stable storage and tool shed have three sacks of
oats worth 15sp each and a fairly well made wood choppers axe
worth 35sp. The axe is only found by checking the rafters in the
tool shed as it is placed on a board there and out of sight. These
sheds have otherwise already been looted. The goblins and orcs
are poor, thus their need to ambush passers-by. They have no
valuables other than their weapons and armor.
Orc Leader (This chaotic evil humanoids vital stats are HD 3d8,
HP 15, AC 16, Move 40 feet. His primary attributes are physical.
His move is 40 feet. He carries a +1 scimitar, composite bow, 30
arrows, 6 poisoned arrows* and banded armor.)
If the characters carefully view the stables front, six small slits
(approximately one-half foot wide by 2 feet high) will be noted on
its west wall. The wood chips from when these portals were made
are still apparent on the ground before the stable.
There are 6 goblins led by 3 orcs inside the stable awaiting parties
to ambush and rob. Anyone approaching the chateau directly
by way of the front door (M2) is attacked by them. The orcs
Dark Chateau
Anyone attempting to open the door by using the handle hears
the following words as issued by a permanent magic mouth spell.
This warning is heard and understood in all known languages.
The door is solidly and magically locked such that no one present
should begin thinking about opening it. Although it appears to be
ordinary oak, this portal has a spell upon it so as to make it as hard
as iron, so it can not be broken down without a battering ram.
An alternate entry point into the manse must be sought! If the
PCs acquire the key to the front door from Zs ghostly brother,
Nestor (M7), then they can use that to enter here.
You see a circular flight of stairs up to the north and west. Set in a
small box next to the stairs are several wooden wands and there is one
on the floor near the box itself.
M3. Stairs to the Second Floor
These are light wands which the goblins have not figured out how
to use as they are afraid of the faint light these emit and drop
them whenever handled. Four wands must be held aloft in order
Robert J Kuntz
A wand from the trash pile has been deposited in the chandelier
by a centipede while attempting to make a nest. It has a 25%
chance of breaking if the chandelier falls. Otherwise it can be
found by searching the chandelier remains.
Dark Chateau
Giant Centipedes x10 (These neutral creatures vital stats are
HD 1d4, HP 2, AC 19, Move 25 feet. Their primary attributes
are physical. Their special abilities include successful attack
delivers 2d6 poison damage.)
M7. Library
The library is occupied by Zagygs ghostly brother, Nestor. Nestor
died many years ago while reclining in the reading chair and has
haunted the library ever since, as he was an avid reader. Zagyg
never had the ghost driven away for sentimental reasons and in
fact considered taking Nestor with him during his recent move,
but Nestor objected, preferring to stay and read his books in
the serene setting of his comfy library. Zagyg amused him by
letting him keep a portion of the books of which Nestor had fond
memories.
You see one of the books upon the table rise into the air and hover
for a moment and then begin floating towards you, following your
footsteps and seemingly attempting to get ahead of you. Suddenly it
is before your face and the book stops to hover before you. Its covers
fling open wide and the pages begin quickly turning on their own and
then just as suddenly stop. The book has opened to the title page of
a story . . . .
This note was obviously penned by one of the past readers, though
no person has signed it. Its meaning is explained below, though the
characters are given no clue to it other than the story itself.
More on the quest to solve the Evil Little Winds plight will be
included in forthcoming works describing the Watery Caverns
and beyond. There is a synopsis in the end portion of this work.
Nestor was familiar with this creature and it is his note which
appears on the inner leaf of the book, a story which he in fact
Robert J Kuntz
wrote. If the characters remember the picture of Nestor at M4
and then note who authored the book, they might be able to draw
some conclusions, such as the ghost in fact being Nestor and that
the commentary could be his.
When reading the story of the Earth Mother from this general
treatise, the characters find an essay which was written by an
unknown person. It was folded and used as a bookmark pertaining
to this story. The essay is curious for these sentences alone:
Dark Chateau
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Robert J Kuntz
For Reading Book 2 Upon finishing book 2, Nestor causes a large
iron key to fall out of midair at the partys feet. This is used to
unlock and lock the front door (M2).
A giant weasel has been attracted to this area and makes its
rounds through here during the night. If the characters are in the
vicinity it is definitely hungry enough to tackle them. If this area is
inspected during the day, there are noticeable offal remains here of
some large creature and a 50% chance that there are fresh weasel
tracks. If the characters defeat the creature and think to check its
intestines, an enchanted +2 spiked club will be found.
M8. Kitchen
As you enter a room, which was obviously once the kitchen, you are
attacked by many giant rats.
These are rats which normally only infest the basement but which
have been moving upward and outside during the night to find
prey as they are very hungry. Because of this their bite attacks may
cause extra damage as noted below.
The goblins have been attempting off and on to catch one of the
giant frogs living here. They abandoned the endeavor after a frogs
tongue attached to one of their own kind and was then dragged
into the pool.
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Dark Chateau
M13. Posts
M12. Well
You note a well with no rope or bucket. These must have been
removed by looters or else by the occupant of the chateau.
You see a grouping of several old posts with skulls and bones
attached to them. A central post, slightly larger than the rest, appears
conspicuously empty.
These are warning totems which Zagyg placed here to deter the
goblins from raiding his property. The bones and skulls are all from
goblins. The scarecrow that occupied the central post was stored
in the attic (A4) when Zagyg departed the manse.
There is a 10% chance that passing characters note some of the
trinkets which were brought here by the goblins to placate the
scarecrow or demon. If, for some reason, the characters inspect
the ground they notice the trinkets immediately. Use the list from
A4 for the trinkets, but not any of the special ones, or create your
own. The total value of said trinkets should equate to no more
that 20gp.
This is one of two entry ways into the Well Caverns. The well
descends to WC1. The well dried up some time ago and Zagyg
had another one sunk in the basement. A goblin miner now
makes his residence in the caverns below. He found a ring Zagyg
accidentally dropped which summons snakes. He has infested the
area beneath with these and has taken it upon himself to mine its
extremities. He has a nice pool area and is about 100 feet below
the surface.
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Robert J Kuntz
M14. Path
You note a well-worn path here heading north into the foot hills.
Many noticeable footprints indicate that goblins and perhaps larger
creatures, such as orcs or hobgoblins, frequent this path.
This is the starting point for the path which leads into the hills
north of the manse and eventually connects via many twists, turns
and stretches with the goblin tribes homelands (see the Goblin
Infestations entry above).
This is a very large entry area. There are doors to the east, south,
southeast, and to the north just west of you. There are also shuttered
windows. There are two corridors, one directly north of the stairs and
another just west of the western most north door.
M17. Guest Bedroom
This room contains a bed with sheets and two pillows, a nearby stand
with a water basin and goblets, a bureau and a small armoire.
Upper Floor
Living Quarters
The second floor is very dark in the area surrounding the stairs
(hatched area on map), but this can be mitigated by the wands
from below (M3) if the characters have garnered them. Otherwise
this is total magical darkness and can not be dispelled. The
characters must wandered here blindly if they do not have the
wands. This level has few encounters and will mostly present
an exploration mission for the adventurers. There is one main
challenge at M21 and of course gaining entry to the attic will be
another one.
However, the second floor is an ideal spot for the party to operate
from, if they so choose. As goblins will not enter it, this becomes
a haven away from them as well, plus a place to rest and recover
from wounds, gain spells, etc. Their only need will be to stockpile
food and water. Water can be acquired from the basement well.
Yet, even though goblins will not enter this level, other less
superstitious creatures will (the weasel and the graydun snakes,
for example). See Wandering Encounters above for what may
come up here.
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Dark Chateau
M20. Master Bedroom
Upon the secret door being opened, roll 1d4+1. This is how
many rounds afterwards that the owlbear statue animates. It
moves to attack intruders; and if they are not present it moves
into M21. It never exits the area comprising M20 and M21 under
any circumstance. However, its transformation is a complete one
and highly magical, so the characters note it to be a real, flesh and
blood owlbear when it confronts them.
There is also a large bookcase on the north wall and nearby is a table
with a basin, goblets and a pitcher on it. In front of the bed is a large
chest. On the southern wall is a bureau with drawers, undoubtedly
for clothes and a reclining chair with a stool before it. A large armoire
stands nearby with doors open, clearly empty. The floor is covered in
a plush green velvet carpet and has a large figure of a marsh hawk
woven into it which takes up the majority of the carpeted area.
Bed: The bed sheets are silk and worth 30gp. Otherwise this
is a large bed fashioned from walnut.
Basin/Goblets and Pitcher: These are silver and rimmed
with gold. They are worth 40gp as a set.
This room is carpeted as the last one though in deep gray, and
imprinted with a symbol as seen on the front door. This symbol is
a yellow signet of a stylized Z centered inside a ring of lightning.
There are two shuttered windows here. One on the east wall, south
corner and the other on the east wall, north corner. You also note a
large desk, with a chair, set against the far north wall. The entire
western wall must have contained a tapestry for many years, as its
long and high rectangular shape is seen as an outline there.
The shutters will not open without the proper magical word being
spoken, but if either is approached within 2 feet or touched, an
illusory face of obscure origin appears. It is a bearded mans face
as seen through red-tinted, opaque glass. It speaks immediately
saying, Not so fast. Say the word, boy. This is a riddle to help in
deducing the scroll with the elvish writing on it.
The scroll is written in elvish, but even using the read language
scroll will only translate it into a sentence which is written
backwards. Characters attempting to deduce it seem to recognize
some pattern to it after the read language spell is used, but it still
appears to be gibberish, except that its perhaps elvish gibberish,
now. The scroll reads, if properly translated, Im not a boy, Im a
man (or woman)! The word(s) the face needs is (wo)man. If
spoken aloud, this opens both shutters.
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Robert J Kuntz
If someone who can read elvish reads this, allow an immediate
intelligence check to note this to be a backward-written sentence.
If they fail this roll, they remain as stumped about it as the other
characters do until they inform the Castle Keeper that they are
reading the words in reverse order. If no one in the party can read
elvish, then the clues given by the face, or guesses, must suffice.
These small old spaces were surely once storage closets, but they have
obviously long since been emptied.
Their contents have been stored in the attic.
This room contains a bed with sheets and a light and heavy blanket
as well as two pillows, two nearby stands with a water basin and
goblets and a candle, and a bureau.
The bureau contains an old breakfast order on a scrap of
parchment:
2 eggs, easy, 6 rashers, toast with marmalade,
strong coffee.
M27. Stairs Up
A set of 5 foot wide stairs spiral up to the east.
Upon reaching the top of the stairs the characters are confronted
by a padlocked door. The padlock has strange symbols carved into
its iron. The brass key found in M21 will open the lock, otherwise
the door is unable to be opened and will withstand all attacks
lodged against it short of a lesser gods powers for so long as the
padlock remains shut. Even when opened the padlock remains
affixed to its place on the door and cannot be removed.
This room contains two dozen bottles of bath oils, salts and
perfumes on shelves, two dozen very large bath towels, two dozen
smaller towels, six toga-like robes and four dozen wash cloths.
M23. Garsens Old Bedroom
This room contains a bed with old sheets and four pillows, a nearby
stand with a water basin and goblets on it, and a bureau. A candle
stand with a candlestick and a thick candle are beside the bed. The
room is painted in various shades of green.
There is nothing of real value here. The basin and goblets are
well-crafted copper worth 6gp and the bureau is empty.
There is nothing of real value here. The basin and goblets are
soapstone and worth 18gp and the bureau is empty except for a
note on its top that says, Gone to the library.
M24. Parlor
You note a large parlor replete with four padded armchairs with
attendant stands, two matching sofas set near a shuttered window
(middle) to the west, and a large table with four straight-back
wooden chairs. There are several candle stands here, but none have
any tapers in them.
There is nothing of interest here.
15
Dark Chateau
Attic
Storage
You see an attic stuffed with hundreds of boxes, crates, bags, barrels
and other containers. There are piles of junk everywhere. From the
rafters and crossbeams also hang a variety materials, like ropes, nets,
poles, etc. A deep musty smell permeates the air here, which is stale.
The attic can be accessed at two keyed locations, A1 or A8.
When Zagyg abandoned his chateau, he left sundry possessions
behind, many of them worthless or of mundane variety, which
were either stored in the basement or here at the attic. This room
is overflowing with hundreds of storage boxes, barrels, bags, crates,
chests, sacks and shelves. Hundreds of items are to be found
amongst these; and a few are valuable, but yet a few of them are
dangerous.
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Robert J Kuntz
1-50%
51-90%
The head has dark, shrunken features, but appears human. Its hair
is scarce and rusty-red, its large nose pierced by two golden rings,
its ears are pointed and disfigured, as if affected from disease, and
its slim mouth sports razor thin teeth, in fact many more than a
human would have.
In this small storage room are 3 boxes and a crate. The three
boxes are filled with lead (10 pounds per box) and are set atop
the crate.
Contained within the crate is the Floating Head, a travesty
which Zagyg captured but had no use for and so consigned to
storage in the crate. He placed 3 boxes of lead as weights to
keep it imprisoned within. If the boxes of lead are moved and
the crate opened, the head comes forth and immediately attacks
(see statistics below). It also bumps open the lid 50% of the time
if the lead boxes are moved off of its crate. Check for this every
other round. The nearby lead will confound spells which would
otherwise quickly ascertain the contents of the crate, such as
detect evil, clairvoyance, etc. The lead must be moved outside of
the room for spells of this type to function herein.
This head was crafted by a great malign shaman of the jungle area
Zagyg visited. It is part creature, part curse, and wholly magical
and evil. These things do not exist without the act of necromancy
and a willing participant. Some time in the past, a mask was
crafted with a curse upon it which when worn by a willing person
attaches to their face until removed by spells or until the person
dies. In the latter case, the whole head detaches inself, creating a
beast with a terrible visage who has a hatred for all things living.
Upon its death, the head transforms back to a mask, but now has
the face of the one who once wore it.
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Dark Chateau
If donned these special benefits accrue:
These boots do not radiate magic unless they are donned and the
buckles clasped. When the buckles are clasped the magic allows
the wearer a steady step when dealing with situations which
require sure-footedness, navigating a pit, ledges, or in those cases
where the character loses their footing naturally, but not in cases
where they are physically attacked, borne over, or upset by spells
or projectiles, etc.
There are two items of worth here, a piece of paper and a set of
boots.
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Robert J Kuntz
than anything else. Its features include a face resembles that of
a goblin with many red fangs, a conical hat made from bark, is
inscribed with several symbols and has a green vest sewn with
silverish thread which seemingly represents short sentences in the
goblin language. Its hands are mummified remains of small hands
(possibly goblin) as are its feet. Its 4 foot high frame is stuffed with
straw.
The symbols and goblin sentences are common ones for death
and revenge. They are meant to illicit fear from the goblin leaders
and shamans who will know these. A read language spell or
anyone versed in the goblin language, can easily translate these
sentences.
The chests inset lock has 4 studs protruding from its brass
work. Careful examination of the studs reveals that these can be
depressed. The key for this is held in the Basement Level by the
goblin chief who is captured in the magic mirror there (B7c). The
chest is not able to be opened through magic, though it could be
broken open.
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Dark Chateau
The chest contains partials of Zagygs very old spell books, which
he used as an apprentice. There are three separate partial books
with the following completed spells on them.
This is a small balcony with a winch stand. The winch was taken
by Zagyg. However, this platform could still be used for lowering
items to the ground here just outside the main door of the chateau
at M2. Otherwise this vantage point provides an elevated view of
the south.
Basement
Since his move, many creatures that were once kept out of the
basement before then have invaded its confines. Many of these
types are of a nesting variety (rats, centipedes and spiders), but a
mobile green slime and a flesh crawler from the Watery Caverns
(see Appendix B) have also made their new homes here. Goblins
from the two nearby tribes have risked the perils of the basement,
but these forays have been, on the main, unsuccessful, as will be
noted by their corpses at various places here.
One pamphlet catches any wizards eye. It is titled The Spell and
Scroll. This is a newsletter of the Mages Guild of Dunfalcon. In
it, besides mundane articles, is a roll of names. The note is now
50 years old, by the date of the newsletter. Interestingly, Zagygs
name is stricken from it. The reason is noted as Non-renewal
of dues.
An un-framed picture is found in back of the bookcase if it
is moved. The artists eye wanders over a large drawing room
wherein a curly brown-haired, heavily mustachioed man of jovial
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Robert J Kuntz
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Dark Chateau
with the level as it is an open area where sighting rules will come
into play more often than usual, providing less opportunities to
surprise the denizens here and with the opposite being the norm.
Broken dishes
The rats inside this pile have a nest in the floors base,
approximately 10 feet below the center of the pile and extending
for a 5 foot radius around it. Anyone stepping into the pile will be
attacked by the nearest group of 7 rats. The following round the
remaining 9 rats swarm to assist their pack members. These rats
are very ravenous and may inflict bonus damage from their bite
attacks due to this.
This immense pile of garbage that is the rats nest is choked with
rat offal and refuse. Staying in it for more than 5 minutes at a
time literally causes vomiting, which takes 1-3 rounds for those
affected to recover from. Thus searching its entirety takes some
doing, requiring shifts of people. Four characters working in
pairs and rotating shifts by going back to the kitchen to get fresh
air can fully check this pile in 30 minutes and no less. But, this
requires 1 full hour for only one pair working thus. For each pair
of characters beyond 2 which help, decrease the time needed to
fully search the pile by 10 minutes, with 15 minutes minimum
time expended in any case.
Summary of Contents:
Cupboard doors
This area contains a newly crafted well, four wooden buckets, and
several lidded barrels where water was once stored.
Several mats
Sacks of various spoiled foods
This well was sunk when the old well (M12) ran dry.
Broken barrels
Old smock
Set of fine table knives made with onyx handles worth 25gp
Barrel of oil (12 gallons remaining)
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Robert J Kuntz
The base of the pedestals right side has a secret compartment
containing Gloves of the Sure Grasp (see below). Upon opening
the hidden panel the gloves are seen and a magic mouth spell is
triggered, immediately followed by a summoning spell.
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Dark Chateau
B6. Wine Cellar
You enter what was obviously once a wine room. It still contains some
empty wine barrels, wine bottle racks, and a few bottles of wine.
Gold Coin: This rare gold coin is stamped on one side with
a hawk and on the other with a billowing cloud. By itself
it is not worth much, perhaps 50gp, but when bought to
complete a collectors set, especially for a run of 50 years of
the Dunfalcon mint, this fetches 500gp. Castle Keepers must
assign what collector in the area would be interested in such
a coin and craft and conduct the adventure to find and deal
with him or her.
You see a oaken door reinforced by many iron bands. There is a key
hole below its handle.
The keyhole is non-functioning due to the many goblins who
attempted to pick or pry the lock. The door is locked by a hold
portal spell cast by a 12th level wizard. It must be opened by magical
means as it also has the equivalent of a 20 armor class and 200 hit
points. However, by using the picks at B19 the characters could
easily knock a hole in one of the walls here to gain entry. It takes
15 minutes to create a crawl space, 30 minutes for a 6 foot high
by 2 foot wide aperture. The excessive noise created by doing this
will certainly attract those nearby monsters which have not been
dispatched. For instance, the rats at #B2 might come.
Upon entering the room, the party is confronted by several goblinsized skeletons which Zagyg, after noting their incursion upon a
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Dark Chateau
recent return visit to the basement, animated and placed within
to guard the storage area. During this same visit he also cast hold
portal upon the door and magically enhanced its strength.
Upon party entry to this place read aloud the following text to
your players.
The use of area effect incendiary magic (fireball, et al.) within the
room itself will destroy the scrolls described below and start the
boxes on fire. Each boxs contents will perish in 4-9 rounds if their
separate fires are not extinguished.
Goblin Skeletons x10 (These neutral evil undeads vital stats are
HD 1d10, HP 8, AC 13, Move 20 feet. Their primary attributes
are none. They carry short swords for 1d6 points of damage.)
Box 1 This has been broken open and the contents looted (see
B2).
After these sentences are read the scroll catches fire and quickly
disintegrates into fine ash. If the ash is checked for magic, it is
found to radiate faint traces thereof. If taken to an alchemist
for study, he will charge 150gp and expend two weeks of time to
deduce that the ten ounces of ash, if combined with water which
has .01% lime and .02% iron content, will produce special strength
potions (x10/one per ounce of ash). The alchemist will concoct
these at a cost of 50gp per potion over 10 days time. These
potions have a 2% chance per use of raising the imbibers strength
score by +1 permanently. They otherwise increase strength by 1-4
points for as many rounds as the imbibers constitution score (i.e.,
an 18 constitution allows 18 rounds of increase).
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Robert J Kuntz
Digging through this bric-a-brac for 15 minutes produces some
partially burnt sheaves of vellum. One page is a title and the
remaining section contains a note for a G by The Inditer,
whoever that is.
secret latch unhooks the shelf from the wall, which it is otherwise
solidly attached to. If thereafter pulled upon the shelfs left side
pivots out from the wall by 4 inches, revealing a small space beyond
containing a staff (see below). The shelf could be destroyed, but it
is constructed from oak and takes 25 hp. Destroying the shelf has
a chance of also destroying the staff. Zagyg, forgetful on occasion,
overlooked this old apprentice tool when he vacated the manse.
Goblin Study
G-The Dunfalcon idiots are up to no good in the area
again, claiming this time to be studying goblins, of
all things. Any excuse to snoop on my studies, ever
since I left their petty guild. You should deliver
a warning to the two local tribes not to cooperate
with their agents. Go in guise. Tell them that their
ancestors-and name them from the enclosed listwill rise up against them should they speak a word
of anything they know or guess at, especially the
current Double Dagger chief, Tir-Uck, who my
guardians report was recently near the estate. He
must be one of the Unbelievers. Make an example
of one of the lesser chiefs or shamans if anyone
objects. Heres a list of some past chiefs, if my
memory serves me correctly.
Behind this curtained area are several vats and two small tables.
There is a faint, acrid smell, and the floor about the vats appears
charred. The tables contain some empty alembics and bottles and
a small box, opened, which appears to have been looted of its
contents.
hand hairs
fortification)
from
dead
bugbear
(for
The nine grains of crushed bloodstone costs only 10gp, the foot
of newt must be obtained at market value from an apothecary
or alchemist, and that the bugbear hairs, normally not available
at shops 99% of the time, must be acquired from a successful
adventure. The formula is unique and can be sold for 1,250gp but
resale of that will occur quickly by those who acquire it. To make
The parchment scraps are old and unusable. The shelfs middle
span can move right. If the board is pushed right two inches, a
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Dark Chateau
the same gold off of it after its sale the characters will, after 2-4
days, be required to travel beyond a 100 mile radius of the area.
After two weeks, the recipe will have spread through the various
professional networks so as to render it common and only worth
several hundred gold pieces at best.
This goes on for 30 seconds; and then resolve bests his fear and he
speaks in a pigeon-common dialect.
You not great in your kind, this I see. I am great chieftain. Rescue
me and I give big treasure you.
If asked what type of reward, the Goblin smiles thinly and says,
I have find many. This big hut full of them. You dont know.
Rescue and learn of treasure. I give you best one. Now-- I no
speak more.
The mirror can only hold one being at a time, and then only
of approximately human stature (up to 7.5 feet tall), or less,
in size. The command word to release entrapped creatures
is known only by Zagyg. The word is Ritz. The only way
to immediately release a trapped being is to break the
mirror-this releases the occupant into the space just before
it. Those occupying that space at the time of release are
knocked backwards and lose initiative for that round. The
mirror, though magical, is fragile and will break easily. Any
attempts to unmount the mirror from the wall without major
thought and planning and the appropriate tools and expertise
to remove the studs will automatically break it. It otherwise
functions as a normal mirror of life trapping. However,
without the command word it is magically worthless but
would provide 400gp if scrapped for its silver frame. There is
currently a goblin chief imprisoned within the mirror.
The goblin draws himself up to his greatest height and crosses his
arms. He waits a full 5 minutes without speaking. If the characters
do not agree to rescue him, he shrugs his shoulders and says,
I great. Others come. They get best treasure.
He makes to walk away. If coaxed to stay and talk he whirls about
and says,
You game with me! I true word! I say vow! You rescue, I give best
treasure you!
The characters must break the mirror to release him. If this is
done, he appears before them. If attacked, he runs away while
attempting to throw his bomb. If hes not attacked, he bows and
says,
Here is treasure I vow give you.
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Robert J Kuntz
He produces a large corked alembic from beneath his armor,
throws it into the air above the heads of the characters and runs
away, screaming:,
You catch!
If a single party member acts immediately, allow a dexterity check
to catch the potion. Otherwise it impacts the floor and explodes
(see Fire Bomb, below).
The rats inside this pile have a nest in the floors base,
approximately 10 feet below the center of the pile and extending
for a 5 foot radius around it. Anyone within a 30 foot radius of this
pile will be attacked by the entire pack, as they are hungry and are
always on the look out for fresh meals, especially goblins. These
rats are very ravenous and may inflict bonus damage from their
bite attacks due to this. There is nothing of worth to be found in
the rat nest, though this does take 15 minutes for 2 or more people
to search.
Ravenous Rats x20 (These neutral animals vital stats are HD
1d4, HP 4, AC 13, Move 15 feet or 30 feet swimming. Their
primary attributes are physical.They attack with a bite for 1d2
points of damage.Their special abilities include that each successful
hit has a 50% chance to cause +2 damage due to vicious bite.)
B9. Empty Crypts
This room could be the family crypts, but each receptacle appears
empty. Each is painted a different color and has several votive
candles within them. The whole area feels damp and the ceiling is
actually wet in places.
The dampness is caused by the slow drain of the pond on the main
map (M11) which the crypts rest beneath. Those family members
who were interred here were moved by Zagyg when he vacated
the manse. Nestor and Hugh, at least, were buried here though
there are no indications of who else might have rested here, if any
at all.
The candles were created by Zagyg to be lit when he paid respects
or during times of remembering his kin, such as on anniversaries
or past special occasions. If taken, these could be sold to a candle
maker or alchemist for 15sp each. Such petty thievery will earn
the enmity of the proper owner, of course.
Blue motif with 3 blue candles which if lit smell of rain. This is
Nestors old crypt. If the party has read the 3rd book for Nestor
(see M7), then a heart-shaped, silver pendant is seen resting upon
the slab. This is an amulet of health which provides +10 hit points
to the wearer and +1 saves versus poison and disease. If sold, it
could net upwards of 7,500gp. When picked up and donned the
wearer receives a brief mental image of a ghostly figure reclining
in a chair reading a book. He looks up and waves as if at the
character and then the vision ends.
Yellow motif with 3 yellow candles which if lit brings upon a very
warm feeling as if from a sunny day.
Brown motif with 3 brown candles which if lit smell of deep,
earthy places.
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Dark Chateau
Green motif with 3 green candles which if lit smell of fresh
greenery. This is Hughs old crypt.
Orange motif with 3 orange candles which if lit smell of the
freshest, most enticing fragrances.
Black motif with 3 black candles which if lit smell of the summer
night.
B10. Secret Door/ Corridor
Upon opening the secret door and advancing into the corridor
beyond it, the following image appears to confront the party.
You see an illusory nine-headed hydra appear before you. For the
illusion it is reduced in size, but its fearsome aspect remains. You
involuntarily stop, amazed and confounded. As you pause its heads
speak in unison as would a Greek chorus:
Nine curses upon those who would defile the crypt ahead. Be it
known that only a family member, or one guest invited by the family
to visit these crypts, may pass beyond this point. Beware! For the nine
gods will judge your intent and they meet out death most readily!
If the party has earned the invitation to visit the crypts from
Nestor in the library (M7), then one character may advance
beyond this point. If these conditions do not exist and the warning
goes unheeded, doom will befall the characters if they continue
down the corridor, for the hydra will then transform into a real
creature and attack.
It is of the fire-breathing type and, in addition, can cast all known
fire spells up to 5th level as a 10th level wizard, twice per day
per spell. It has a spell resistance of +10 and takes 20 hit points
per head to dispatch. It otherwise has the statistics and melee
capabilities of a normal hydra.
Ten Headed Hydra (This neutral magical beasts vital stats are
HD 10d20, HP 200/20per head, AC 15/22, Move 20 feet. Their
primary attributes are physical. Each head bites for 1d10 points of
damage. Their special abilities include a breath weapon, +10 spell
resistance, and they can cast all known fire spells up to 5th level at
a 10th level of ability.)
B11. Zagygs Unused Crypt
There is a sarcophagus here upon a raised stone platform near the
center of the room surrounded by 9 large crystal alembics filled with
different colored fluids. There are a brown, gold, blue, red, green,
black, orange, violet and silver colored fluids. These alembics appear
to be evenly spaced in relation to each other, forming a ritual circle
of sorts.
Upon advancing into this room the characters note an unused
crypt.
The sarcophaguss outer woodwork is inscribed with exotic signs
and sigils which create an antipathy in those viewing them,
causing the observer to avoid touching or even looking upon it
or the alembics for too long (1d3 seconds), no save possible. The
only way to approach and open the sarcophagus is by acquiring
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Robert J Kuntz
a special item known as the Barrier Wand, a necromantic tool
that Zagyg made and which he has sequestered in the castle.
entire basement which will not clear for 2-4 days. As the only
vents are the stairs to the kitchen and the secret cavern (B18)
the smoke will be drawn upward and in that direction, causing
a pale haze even on the mansions main level, reducing visibility
there by half. Worse, if the party does not immediately vacate the
basement, they will sustain (after 30 minutes) 2 hp suffocation
damage per round, as the barrel of oil just west of the northern
part of this nest will catch fire at that time and starts releasing
toxic bands of black smoke as well.
The thick smoke pours out of the kitchen to the outside in 1 hour
and immediately warns the nearby goblin tribes and adventuring
bands something is afoot at the Big Hut. For the next week
double encounter chances as well as the number of goblins which
normally appear in groups but not single snoops or heroes.
To the west of the northern part of the webs, just as the corridor
turns west, are four barrels. Three are empty but the closest one
to the webs is filled with oil. Note the text above if the webs are
set ablaze, as this will burn as well. The barrel contains 60 gallons
of oil.
B12. Webs
Just north of Key B19, about 20 feet, are the beginnings of spider
territory. If the characters bypass this while hugging the western
cavern wall, the spiders will not attack. If they touch the webs,
this alerts the spiders and they all appear and hunt the party, but
will not proceed into the dampness of B18 or venture too near
the flesh crawler at B13. There are many goblin bodies hanging
cocooned in the webbing.
Below the webs are several broken weapons, and useless pieces of
armor. A very careful search here requiring 20 man-minutes will
discover a +2 dagger under some spider castings.
Medium Spiders x 4 (These neutral animals vital stats are
HD 3d8, HP 17, AC 15, Move 30 feet, or 20 feet climb. Their
primary attributes are physical. They attack with a bite for 1d6
poitns of damage. Their special abilities include poisonous bite and
+1 to initiative checks.)
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Dark Chateau
B13. Picks and Shovels
You see several discarded picks and shovels that look to be in fair
condition.
The shovels and picks are actually useless as the handles have
rotted but the metal parts are only lightly rusted.
b. The magical symbol for fire is painted upon the wall here
in orange paint.
c. The symbol for passage, but in reverse, is raised upon the
wall here in relief form.
You see a large pile of debris piled into the northwest corner in here
and extending away to the south (or north if the nest is approached
from the south). Whatever made this mess was sure industrious, as
it is over 10 feet high and nearly 30 feet in radius!
This is the main haven for the huge centipedes here. As with
those in the dining room, these will not attack unless their nest is
tampered with, then they issue forth enmasse. There is one very
large black one here, a king amongst centipedes, that leads the
attack in all cases. Note that there are entrance/exit holes on the
NE and SW sides of the nest which connect to each other. This
is what could be considered their major artery for getting to and
from the nest, though they may exit/enter it anywhere. The holes
are approximately 2 feet in diameter each, allowing characters to
crawl one at a time up these (no more than 3 inches per turn) if
they so desire.
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Robert J Kuntz
depending upon its use or placement, but generally can mean,
danger, avoid, turn back, run away, foe, or madness,
among others. There is a 50% chance of the person translating
this to note that the goblin who placed the symbol did so with a
curious squiggle line which is not reminiscent of goblin writing
at all, but in fact seems to be a special note. The symbol S is
extended or stretched in this instance at both its upper and lower
extremities instead of being compacted and squarish, which is
the usual goblin stroke. What this might mean is hard to tell,
though a sage might be able to make a good guess (Castle Keeper
option).
The goblin was aware of the snakes in the well and stylized the
symbol to remind him and his friends which used the map. Thus
the extended S-stroke symbol, in addition to its other possible
meanings, is also a quick note for snakes.
Note that there is an iron hook inset into the wall to the right side
of the secret door. The secret door closes and can only be opened
from this side by pulling on this hook, which comes away from
the wall and then recedes back into it after reaching a half-foot
distance. The characters could wedge the door open, but there is a
50% chance per day that something passing near here will remove
the wedge, thus closing the door again. If the hook is broken, then
there is no way to open the door from the room-side.
The Castle Keeper should do a check here to see if the party notices
dampness in the air. If they stop here and rest or pass through this
area slowly (50% speed or less), then they automatically take note
that the area feels damp. Otherwise there is a -4 to any check to
notice this. The dampness is caused by the nearby pond or possibly
the stream (see B18).
Walking speeds are only possible here for the first 100 feet due
to the damp, slimy floor. Speeds in excess of this cause those
doing so to slip and fall, this causing d4 damage. The passage
turns due north after 100 feet and another 100 feet later empties
into a juncture branching northwest and south-southeast. To the
northwest is the entry point for the Watery Caverns. Characters
then proceed south-southeast for 50 feet before the passage turns
back south for the last 100 feet and then due east for another 50
feet before they arrive before the Well Caverns at WC8.
This rock must be tapped with iron three times to open the
secret door (also note the scroll with clues to this place as found
in the library, M7). It will not otherwise open. The rock cannot
be broken loose as it is magically anchored here. If detected for,
it radiates strong magic. If the door is opened the characters can
advance into the cavern/pool beyond.
You have entered a spacious cavern which is dominated by a pool. A
path upon a ledge proceeds to the northeast and is about 10 feet wide.
You see movement upon the pools surface.
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Dark Chateau
WC2. Shaft Down
The passage ends with a 10 feet x 15 feet shaft down. The smell of
stagnant water permeates the air.
The well dried out many years ago and Zagyg had another sunk
in the basement of the lodge. After his departure, a goblin
miner named Guigurken investigated the place. He found more
than he could have possibly imaginedan old ring which Zagyg
accidentally dropped into the well many years ago and had
forgotten about. Guigurken discovered it with his ever watchful
eyes, one errant ray of sun giving away its glinting location in the
caked mud.
Each cave is barren except for the remains of several goblin. The
north cave contains five, and each has a small pouch with 2-5
sp in coin and some copper nuggets worth 7-15sp. There is also
a corroded +1 short sword that delivers -1 for damage unless
repaired by a weaponsmith (2 days of sharpening and cleaning
and re-strengthening the pommel). Such refurbishing and repair
will cost from 30-50gp to accomplish and then the weapon is as
good as new.
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Robert J Kuntz
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Dark Chateau
clan upon it. This is a black skull with red teeth. This is in fact
an extinct clan (the Skull-Gnashers,) who were lured to the
manse by stories regarding its treasures. Their remaining members
having died in here with the snakes. If this shield is taken to
the Yggsburgh Museum, the curator will offer 25gp for it, and if
haggled with will go up an additional 5-30gp.
Upon examining the room, the characters note a rough cot, three
crocks of wine (pretty stale and not worth much), many shed
snake skins, and a bag with odd and unpalatable foodstuffs. There
is also a pick leaning against a boulder near the center of the room
and several coils of rope set atop it that are 120 feet length in
total.
WC5. Guigurken
Check WC3 & WC4 to see if Guigurken has been alerted to
the characters presence. If not, normal surprise chances apply.
Guigurkens chambers are guarded at the entry way by 6 graydun
snakes that attack immediately anything entering the room.
You see six horrid snakes that are hissing and slithering to attack!
You note a passage northeast. The floor here is ankle deep in water.
After 50 feet the passage begins to slant noticeably upward and is dry
now; then after 500 feet dips downward again and turns east for 400
feet before ending near some brambles.
You step out into the air! Your party are on a hillside covered with
thick brush. After taking your bearings you note that youre about
one-quarter mile northeast of the mansion, with hills and thickets
dotting the overland route back to it.
Guigurken knows these lands well and escapes into the wilderness,
never to be seen or heard from again.
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Robert J Kuntz
WC7. Slant Up and Pool
Appendix A
The corridor ahead of you slants up at a steep angle for 25 feet and
then ends before a pool recessed into the floor here and 15 feet below
you. The pool smells of death and contains many floating goblin
This is where the characters come in. An agent (at least a 6th
level wizard) hires the party to investigate the mansion and bring
back all notes and papers found there. He will also question them
on other things they have seen and experienced (such as the
shrine in the basement, the owlbear statue, the magical pictures,
and Nestor, in particular). They might attempt to capture Nestor
for questioning as well, though such future plans are left up to the
creative Castle Keeper.
WC8. Pond
This room is dominated by a large pond which is a haven for
the snakes. There is nothing of interest in the pond. A passage
northwest leads to WC8a.
Appendix B
There are 13 graydun snakes in here that attack the party as soon
as they enter this room. The commotion will alert the 7 additional
snakes just north of WC8a and these arrive 2-4 rounds later.
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Dark Chateau
The main traffic in these caverns are goblins, who through
their persistent investigation of the manse have made headway
in establishing a small, if fragile, community here. Their main
problem is a creature named Web-Foot, a rapacious fish-man
which lays claim to the pools and adjoining territory and
attacks trespassers. These cavern goblins are less interested
in defending the chateau and its tributary caverns with all its
supposed treasures, than in investigating those newly discovered
areas now before them. They have already made short sorties into
Deep Tunnel with the idea of expanding their community in that
direction. Their main motivation to move onward (outside of pure
curiosity) is Web-Foot, even though they have managed so far to
avoid him for the most part and have devised a few tricks to lure
this monster back to its lair.
The pools, rivulets and strong, icy streams down here team with
fish and stranger things, such as blind water lizards whose dark
evolution have left them with acute senses of smell and touch but
bereft of eyesight. There are also deposits of green garnets here,
some of the crystals are very large. For each one found there is a
10% chance that it is flawless and has a bright green tint, a much
sought after occurrence by collectors and jewelers in the Yggsburgh
area due to their rarity. Furthermore, for every one found there is
a 5% chance that it is perfect (tripling its sale values).
The Evil Little Wind: This creature is best described in the entry
for the second book read to Nestor in the library (see book on
page 8, room M7). It occupies a small region which is part of Deep
Tunnels upper shaft. It has already confounded and terrorized
several goblin scouting parties and they now avoid it totally.
Goblins: These are members of the Triple Dagger Tribe. It is
comprised of a hundred or so goblins formerly of the DoubleDagger Tribe (now renamed since their exodus). They reside
in the Watery Caverns nearer to Deep Tunnel, diving for and
spearing fish, mining nearby deposits of copper and investigating
the surrounding caverns and tunnels while attempting to avoid
predators. Their precautionary methods have made them very
mobile and they are ready in a pinch to pick up stakes and move
elsewhere at the least sign of danger. Their self-appointed chief
is always petitioning those from this tribe to bring more goblins
here to swell their numbers. Occasionally a runner from this
tribe actually makes it back to the surface by going through the
basement, but has to re-enter the place by way of the well, as they
have not yet figured out the secret door at B18.
Appendix C
Magic and Monsters
Mothers Ring: This is a silver ring adorned with two snakes
entwined about each other with their heads looking inward,
eyeball to eyeball. When donned, the ring fortifies the wearer
with additional hit points for as many graydun snakes that are
alive and within a 30 foot radius of the wearer. For every 2 snakes
summoned and nearby, this provides the wearer 1 extra hit point.
Snakes can be summoned at 2 per round and once exhausted,
the ring loses this power permanently. The ring can summon 300
snakes total. Roll d% and add +20 to determine how many snakes
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Robert J Kuntz
remain in this ring when found, with rolls of 80%+ equaling 100.
very few who have proceeded him have matched his degree of
expertise, especially in the finding and culling of many locally
occurring herbs.
GRAYDUN SNAKE
There is a 20% chance per visit (once per month only/six locations
maximum) that Arlof, out of excitement for remembering his past
activities, reveals the old location of a rare herb patch. There is
a 50% chance that the patch he remembers is no longer there.
However, if it is, Castle Keepers must determine what type of herb
exists there and how valuable it is. For an example, the patch, if
picked, should only re-grow every 17-32 days and its worth per
pruning should be no more than 150-250gp. The location of these
patches should always be outside of a one mile radius of the town
or of Arlofs residence, but no further than five miles away.
There is a 50% chance that a wandering monster of the partys
combined and averaged character level +2 levels occurs when
the party initially finds such a patch. Perhaps it is something
attracted to the herb in question? Castle Keepers must decide the
circumstances. In any case, this becomes a set local encounter
thereafter until dispatched. Castle Keepers should design this onetime guardian which will plague them again and again upon each
visit to the patch unless it is killed or driven away.
Barrolt
It takes 2-4 days search while paying total bribe sums of 5-25gp to
locate Barrolt in Yggsburgh. If Barrolt is located, he will talk, for a
price of 25gp or more about the manse. He indicates that he used
to supply Garsen with many utensils over the years, which were
used, so he assumed, for excavating and gardening. He remembers
one peculiar request, however, that Garsen needed to dig under
the gazebo and needed a shorter tool for that, like a hand spade.
He states that he never met the man that Garsen served, but that
Garsens family used to be local gardeners many years ago and
perhaps relocated to Dunfalcon. He cannot recall their last name,
but remembers also that they had a fondness for music.
Appendix D
Arlof
Arlofs business is closed, so the address mentioned in the note
is not current. He was at one time a very active herbalist and
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Dark Chateau
This book is published under the Open Game License version
1.0a by permission of Wizards of the Coast, Inc. The Open
Game Content appearing in this book is derived from the System
Reference Document v 3.0, copyright 2000 Wizards of the Coast,
Inc. This publication is copyright 2005 Troll Lord Games. All
Rights Reserved. Castles & Crusades, C&C, SIEGEngine, Castle
Keeper, Troll Lord Games, and the Castles & Crusades and Troll
Lord Games logos, and products published by Troll Lord Games
are Trademarks of Troll Lord Games. All Rights Reserved. All
text is copyright 2005 Trigee Enterprises Company. Castle
Zagyg, the Castle Zagyg logo, and Yggsburgh are Trademarks of
Trigee Enterprises Company. All Rights Reserved. All interior
artwork is copyright Peter Bradley 2005. Cover art is copyright
2005 Peter Bradley.
40